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0% found this document useful (0 votes)
12 views

Code

Uploaded by

Layhlizzle
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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#include <FastLED.

h>

// Constants for LED matrix


#define LED_PIN 6
#define LED_WIDTH 16
#define LED_HEIGHT 16
#define NUM_LEDS LED_WIDTH * LED_HEIGHT
CRGB leds[NUM_LEDS];

// Constants for joystick


#define JOYSTICK_X_PIN A0
#define JOYSTICK_Y_PIN A1
#define JOYSTICK_BUTTON_PIN 2 // Example pin for the joystick button

// Tetris game variables


bool gameRunning = false;
int gameSpeed = 500; // Initial game speed in milliseconds
int gameTimer = 0;
int currentPieceX, currentPieceY;
int currentPieceType;
int currentPieceRotation;
int score = 0;
int linesCleared = 0;
int gameBoard[LED_WIDTH][LED_HEIGHT];

void setup() {
Serial.begin(9600);
FastLED.addLeds<WS2812B, LED_PIN, GRB>(leds, NUM_LEDS);
FastLED.setBrightness(50); // Adjust brightness as needed
pinMode(JOYSTICK_BUTTON_PIN, INPUT_PULLUP);
}

void loop() {
if (!gameRunning) {
// Start or restart the game
initializeGame();
gameRunning = true;
}

// Update game logic


updateGame();

// Read joystick input


readJoystickInput();
// Update LED matrix display
updateDisplay();
}

void initializeGame() {
// Initialize game variables
// Clear game board
memset(gameBoard, 0, sizeof(gameBoard));
// Set up initial piece position and type
currentPieceX = LED_WIDTH / 2;
currentPieceY = 0;
currentPieceType = random(0, 7); // Randomize piece type
currentPieceRotation = 0;
}

void updateGame() {
int currentTime = millis();
if (currentTime - gameTimer > gameSpeed) {
// Move current piece down
if (isValidMove(currentPieceType, currentPieceRotation, currentPieceX, currentPieceY + 1)) {
currentPieceY++;
} else {
// Lock current piece in place
placePieceOnBoard();
// Check for lines to clear
clearLines();
// Check for game over
if (isGameOver()) {
gameRunning = false;
}
// Spawn new piece
currentPieceX = LED_WIDTH / 2;
currentPieceY = 0;
currentPieceType = random(0, 7); // Randomize piece type
currentPieceRotation = 0;
}
gameTimer = currentTime;
}
}

void readJoystickInput() {
// Read X and Y axis values from joystick
int xAxisValue = analogRead(JOYSTICK_X_PIN);
int yAxisValue = analogRead(JOYSTICK_Y_PIN);
// Read button state
bool buttonState = digitalRead(JOYSTICK_BUTTON_PIN);
if (buttonState == LOW) {
// Handle button press (e.g., rotate piece)
rotatePiece();
}
// Handle joystick movement (e.g., move piece left/right)
// Add your code here based on joystick input
}

void updateDisplay() {
// Clear LED matrix
fill_solid(leds, NUM_LEDS, CRGB::Black);
// Draw game board
for (int y = 0; y < LED_HEIGHT; y++) {
for (int x = 0; x < LED_WIDTH; x++) {
if (gameBoard[x][y] != 0) {
// Draw Tetris block at position (x, y)
leds[xy2index(x, y)] = CRGB::White;
}
}
}
// Draw current piece
drawPiece(currentPieceType, currentPieceRotation, currentPieceX, currentPieceY);
// Show changes on LED matrix
FastLED.show();
}

void drawPiece(int type, int rotation, int x, int y) {


// Add your code here to draw the current Tetris piece on the LED matrix
}

bool isValidMove(int type, int rotation, int x, int y) {


// Add your code here to check if the current move is valid
}

void placePieceOnBoard() {
// Add your code here to place the current piece on the game board
}

void clearLines() {
// Add your code here to check and clear completed lines
}
bool isGameOver() {
// Add your code here to check if the game is over
}

int xy2index(int x, int y) {


// Convert 2D coordinates to 1D index for LED matrix
if (y % 2 == 0) {
return y * LED_WIDTH + x;
} else {
return (y + 1) * LED_WIDTH - x - 1;
}
}

void rotatePiece() {
// Add your code here to rotate the current Tetris piece
}

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